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LevelUp+ VFX
Приєднався 11 жов 2017
Take your VFX Knowledge to the NEXT LEVEL with Alex as he dives into the in's and out's of the professional VFX landscape!
Mastering 4-Point Tracking in Nuke | CornerPin Demystified in Under 20 Minutes
In this episode of the Nuke Demystified Nuke Compositing Guide, we explore tracking, clean-plating, and cornerpins!
Plate Used and Extra Plates to Practice With!
levelupvfx.gumroad.com/l/luiwb
Plate Used and Extra Plates to Practice With!
levelupvfx.gumroad.com/l/luiwb
Переглядів: 81
Відео
The Last Green Screen Keying Guide You'll Ever Need! | Nuke Demystified
Переглядів 275Місяць тому
In this episode of Nuke Demystified I show you the exact workflow I wish I had been taught when learning the In's and Out's of greenscreen keying! Download the Elements and Extra Plates to follow along: levelupvfx.gumroad.com/l/Demystifiedgreenscreens Nuke Suvival Toolkit: github.com/CreativeLyons/NukeSurvivalToolkit_publicRelease/releases Special shout out to @CompositingMentor for the sharing...
Color Ramps in Node Groups! | Blender Tutorial
Переглядів 137Місяць тому
I cannot believe this took me so long to figure out! In this Easy Blender Tutorial, I’ll show you how to control the position of a Color Ramp inside Node Groups with just 4 simple nodes! This is great for if you want to control Color Ramp falloff inside a node group. Wilson's video: ua-cam.com/video/IoBOtar9REQ/v-deo.htmlsi=so9su9uHh9-0dKKp By the end of this video, you’ll learn how to recreate...
Demystifying Keying in Nuke | Luma Keying
Переглядів 1382 місяці тому
In part 1 of our Keying section, we break down the basics of how a keyer works and dive into a practical Luma Keying example. This episode will guide you through the essentials of extracting elements based on luminance values in Nuke. Perfect for building a strong foundation in keying techniques! Grab the exact images I used! (images sourced from pexel) levelupvfx.gumroad.com/l/bjvaec
Demystifying the Nuke UI in 10 Minutes
Переглядів 742 місяці тому
In this Inaugural Episode, Alex from the past visits and teaches you all the In's and Out's of how to navigate the Nuke UI Interface! Next Week: Greenscreen Keying! Foundry Hotkey Guide: learn.foundry.com/nuke/15.1/content/misc/hotkeys_studio.html
Eternal Ascent "Desolation" CG Scene Expanded to Widescreen | Top 100
Переглядів 754 місяці тому
Eternal Ascent "Desolation" CG Scene Expanded to Widescreen | Top 100
Blender 4.1 Makes Crowd Simulations EASY! | Blender Tutorial
Переглядів 1,6 тис.5 місяців тому
I Made the Worlds Largest Dance Party! (In Blender) Today I am going to show you how to randomly offset rigged animations entirely in Blender Geometry Nodes, one of the most vital parts of making a realistic large scale crowd simulation! 0:00 intro 1:10 Grabbing your Characters 2:03 Convert to Alembic 4:00 Improving Textures 6:05 Setting up the Crowd! 13:00 final thoughts
How To Create Aesthetic Concept Art in Blender in 10 Minutes! | (Scatter 5 Addon)
Переглядів 2345 місяців тому
Today I have 10 Minutes to create a piece of concept art using Geo-Scatter! Follow along with the full process and go and create some awesome art! I'm not sponsored by Geo-Scatter, its just a really cool tool #blender #tutorial
Gaussian Splatting Has Never Been Easier! #gaussiansplatting #vfx #unrealengine
Переглядів 15 тис.5 місяців тому
Today, I am going to show you how to use Postshot to create Photoreal Gaussian Splats and import them into Unreal Engine Download Jawset PostShot: www.jawset.com 0:00 What Is Gaussian Splatting 1:21 The PostShot Workspace 2:56 Training Settings 7:00 Viewing your Splat 7:45 Cropping your scene 9:40 Import into Unreal
Move.AI Animation Test | Unreal Engine 5 Short Film
Переглядів 1306 місяців тому
Move.AI Animation Test | Unreal Engine 5 Short Film
Elevate Your Renders in Post | Nuke Compositing Full Workshop
Переглядів 1 тис.7 місяців тому
Elevate Your Renders in Post | Nuke Compositing Full Workshop
City of the Valley - Unreal Engine 5 Cinematic Scene
Переглядів 4247 місяців тому
City of the Valley - Unreal Engine 5 Cinematic Scene
Arrival at the Alien World | VFX | Houdini, Blender, Nuke
Переглядів 31711 місяців тому
Arrival at the Alien World | VFX | Houdini, Blender, Nuke
Create Awesome Megastructures in Blender (Bolek_3D style) | Blender Tutorial
Переглядів 1,8 тис.Рік тому
Create Awesome Megastructures in Blender (Bolek_3D style) | Blender Tutorial
Blender's New GEOTRACKER Addon is INSANE! | Flaming Axe Tutorial
Переглядів 11 тис.Рік тому
Blender's New GEOTRACKER Addon is INSANE! | Flaming Axe Tutorial
Blender Freezes when Rendering? Try This! | Command Line Rendering Tutorial
Переглядів 23 тис.Рік тому
Blender Freezes when Rendering? Try This! | Command Line Rendering Tutorial
VFX Compositing Showreel | CG Environment and Nuke Artist | 2023
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VFX Compositing Showreel | CG Environment and Nuke Artist | 2023
The Best Way to Texture Paint in Blender! | Blender Tutorial
Переглядів 15 тис.Рік тому
The Best Way to Texture Paint in Blender! | Blender Tutorial
How to Optimize your Quixel Textures for Stunning Renders
Переглядів 1,9 тис.Рік тому
How to Optimize your Quixel Textures for Stunning Renders
The Temple's Idol - Blender Concept Art | Timelapse
Переглядів 195Рік тому
The Temple's Idol - Blender Concept Art | Timelapse
How to Import Houdini Axiom Sim's into Blender
Переглядів 692Рік тому
How to Import Houdini Axiom Sim's into Blender
Create a Crowd Simulation in Blender Using AI Generated Models - Blender Tutorial
Переглядів 2,8 тис.Рік тому
Create a Crowd Simulation in Blender Using AI Generated Models - Blender Tutorial
How To Create Amazing Moody Ground Fog in Blender || Noisy Falloff Method
Переглядів 3 тис.Рік тому
How To Create Amazing Moody Ground Fog in Blender || Noisy Falloff Method
How To Instantly Make Your Textures Look Better in Blender
Переглядів 6 тис.Рік тому
How To Instantly Make Your Textures Look Better in Blender
Recreating Film Riot's Thor Effect in Nuke
Переглядів 2,1 тис.Рік тому
Recreating Film Riot's Thor Effect in Nuke
Ctrl+Z
I will give it a pass cause the installer wants admin rights. But it looks cool!. Love the car, had one -82 a long time ago :)
My shader was a bit different so I was confused at first and got a little stuck at one point. If you're not painting on the texture or just in a small repeating pattern it might be that you have the wrong node selected in the shading tab. What you have selected changes the texture paint mode. This was mentioned in the video but I didn't catch up on it at first. Edit: this tutorial was exactly what I was looking for btw, so glad I found this. The rock brushes are so good as well! This is great for simple and effective environment design.
What an awesome job. Just keep it going. I'm just a beginner moving from aftereffects into a nuke and I'm really looking forward to watch a lot of tutorial for you
Best video on Internet
didnt work for me :/ still getting thin hair renderings despite changing hair thickness
Please make more Blender Nuke comps!
Great tutorial. Thanks for sharing :) When changing the luminance, is it better to change the plate to match the original footage or vice versa? You mentioned you can't bring the luminance darker than the plate, so if your new background is darker, you would you raise the luminance of the bg, but otherwise prefer to adjust the luminance of the plate?
Greenscreens are tricky because a lot of it depends on context. A lot of time, I follow “the larger element rule” which says you want to match your smaller elements to the larger one. If your background is darker than your plate and you want to bring the plate luminance down thats where you might start separately despilling your edge key and core key, and you can use methods such as edge extend or fine tuning your edge separately. I would recommend checking out @VFXforfilm he has a video in his nuke 102 series (free on UA-cam) where he goes over this topic! Though I may make a video about it in the future as well!
every time i try it blender quits, do you know of a fix for this?
“Did you know that George Washington was actually a gay velociraptor” ahh render But seriously though, this is cool
A tutorial would be nice but like the texturing not modeling cause the modeling here seems pretty easy. Very cool!
I hear you, the texturing here is the real star!
underrated
Now this shit is just cool, why isn’t this more popular?
It's not working 😭
awesome do you have a tutorial?
Yes! you can check it out on my channel!
That luminance match is what i was looking for
Glad it helped!
Fantastic tutorial! Keep on doing these stuff!
Glad you liked it! Next one is another big one, we'll be covering just about every possible method of tracking out there!
How many camera ?
This was done using the move ONE single camera solution!
Exactly what I was looking for, thanks!
thank you so much u saved weeks of frustration, was already giving up
why do my buidlings look so bad when i render them in cycles they have no texture
not rendering after I did everything you said and I only have blender 3.6. Not blender.exe
this doesnt seem photoreal tho
Agreed, while gaussian splatting looks great in a proper renderer like PostShot, there are still tons of limitations to rendering them with unreal. Given this is a super new technology though, I have high hopes for constant improvements to be made to the point where gaussian splats can look just as good in unreal as they do elsewhere! (In all honesty I should have also used my Supra Gaussian splat as the example here, as that one turned out much cleaner, but I wanted to try out a new one for this video, in general as long as you have enough capture points, I still feel Gaussian splatting is second to none at the moment in terms of creating a photoreal result)
You've helped me more than ever, I just recently got a new laptop with a more powerful processor than my previous one, but for some reason it wouldn't render out scenes, I almost gave up and wanted to sell it for a different one, but this video helped me change my mind, and the rendering is so fast, I went from 1 minute per frame to 26secs.. thank you❤
bro this really helps me when rendering, thank you very much ❤
Make more Nuke-Blender tutorials bro!
I have a set extension workshop on its way that is a blender-nuke tutorial, but that one will come after a few more Nuke Demystified videos!
so usefull thank you
Hey Everyone! So I missed something super simple while making this tutorial! Instead of the 3 math nodes, of course you can totally use a Map Range node as well! Looks like I inadvertently hand-made a map range node using math by accident haha! To use map range, delete your math nodes and replace it with a map range node. Fac will go into Value Zero will go into From Min and One will go into From Max! Both methods (math vs map range) will produce an identical result! Just wanted to throw that out there!
relatable problem, cool fix :D
nice
scaniverse app on iphone pros is the easiest entry point
This was fascinating to observe how Nuke works for compositing, instead of everything being hidden in layers you can actually see the process
Honestly, this particular project didn't turn out as well as I was hoping, I think I may revisit it eventually, but I totally agree! My favorite thing about nuke is that everything is just laid out right in front of you, no digging through settings/layers, its all just right there!
@@levelupvfx finding it exceptionally tiresome with AE atm, apart from the lack of control, using anamorphic footage has been wildly difficult and so has colour management with braw files 💀 Definitely sold on Nuke now
blender is not recognised as an internal or external command
Oh thank god. I’m learning Houdini at the moment and I’m now terrified of going from AE to Nuke.
I have an FBX exported from a character object that I rigged (has a head, and body). It is jumping and moving it's arms. When it jumps, the head rises with the body. However, at the the step where you join the FBX into one object, your animation retains all of the various body parts animations, however mine will only retain the the animation of the first body part selected before joinig (if I join the body to the head, then the animation simply rises up and down as the head does. If I join the head to the body, only the body jumps while the head remains stationary. How did you retain the animation for each body part while merging them into one object for export to Alembic? Great video!
hmmm, with mixamo its easy because the vertex weight remains when you merge them. Are your joined objects still under/inside your rig? Alternatively, you can always export it out as an alembic with the multiple parts, then when you get to the geonodes step, join the geometry back together in geonodes. (Bring each piece in, and connect it to a join geometry node, and then use that node as your character input) Hope this helps!
@@levelupvfx Thank you so much! will give this a shot.
@@levelupvfx Hey this idea worked great, I was able to join the individual head and body object info nodes together with the join geometry node, and the character successfully moves as a whole (but only after selecting "relative" on the object info nodes). If I don't have "relative" selected, then once again only the body moves. It seems when relative is not selected, I can move the group wherever the plane is. But when relative is selected, I have to move the character in order to move the group. This would be no problem, except for some reason my character's head is locked in place (I can move the body, but the head will not budge). Haha it's like a tradeoff. Any idea why my character's head would be stuck in place, unable to move, and yet the body would be freely movable? Thanks again! I am telling everyone about your videos.
hmmm, I couldnt tell you off the top of my head. If you want the easy solution, you could always just throw a transform geometry node on there and offset it to the location you want it purely through geonodes, but if you want to be able to physically move the plane simply and easily, sadly I dont really have a solution off the top of my head. Im glad you enjoyed and found the video useful though! hopefully I was at least of some help!
@@levelupvfx Hey I remade my character as one object, then rigged it and redid the animation, exported to fbx and then from fbx to alembic, figuring it would be easier to work with this way, and think I stumbled upon the real issue I was having before. Prior to unparenting the null object (after importing the alembic file), my character just a simple jump animation and his arms raise in the air, and then he lands. However, after unparenting the null object, the animation remains, but I seem to lose the elevation aspect (instead of rising up, he just raises his hands, without actually jumping). Is there a way to maintain the elevation portion of an animation with this method? Sorry for the questions haha, I am learning so much and watch this video a few times a day. It is very helpful. No worries if not though.
YOOOOOOOOOOO
I tried Super Image Denoiser, it gives much worse results than Intel Open Denoiser.
Hey thanks for the tutorial, really concise. Do you happen to know if you can then export the PLY out of Unreal as a FBX or other 3D mesh file??
If you listen he says he exported in a .ply format
Can you somehow use this as a 3D mesh? Something like replacing 3D scanning with this method...scan an object and 3D model something around it
dhe nammade mamukoya
there is NO aplication, just showing off
There is. I work at a metal working company that designs and make automatic wood processing lines. After assembly, before shipping, we take hundreds of photos and videos, that we use as reference for customer sevice, documentation and reference for future projects. I have tried regular 3d laser scaning and phogrametry, but these options doesn’t really work well with large/complex instalations. Laser is impractical because of computation that is required and generated mesh files from photogrametry are ugly and file sizes are ludacris. Just recently I tried gausian splatting and it was just what we needed. In future we are planing to upload gausian splats of our projects to website, because unlike complex meshes gausian splats can be viewed in web browser and smartphones.
This software is absolutely amazing, and I think it will only get better as AI progresses. I've found this software really doesn't like it when you miss an angle. So you assume it's going to know how to render something like this car if you walk around and then point down on top. However, if you then try to look at the car from a low angle, the entire model breaks up. Also, and more frustrating is the fact that there is a huge resolution hit. You can feed it really high quality video, and what you get back looks like 1/10th the resolution if that. I'm hoping that can be addressed soon. Finally, I really wish there was a streamline way to rebuild these splats into 3d models. It would be really useful to couple this technology with 3d printing, but it's not very easy at the moment.
It would be pretty neat to have a reference library of these available online through a web 3d app.
Not working for me it shows - error: oneAPI memory operation error:(PI_ERROR_DEVICE_NOT_AVAILABLE)
where do blender saves the rendering image
in your project setting.. where u save it..
Thanks a lot for the indepth walk through
You cant render i Cycles while your viewport is in Cycles , you trying to blow up your machine...?
awesome porsche!
Struggling with this for awhile, you helped majorly dude. Thanks!
To be honest, I don't see the benefit, for me, on photogrammetry. The wireframe is, likely, still a big mess. There is nothing much you can do with it. Professionaly. Yet. Since the method cannot understand what kind of surfaces it is capturing everything has this very bland, very uniform self iluminated look. How to give areas different types of roughness or, for example, metallic values ect? It isn't possible. Seperating parts of the mesh will look awful with lots and lots of jagged edges, smoothing these out will take about forever. Trying to force any kind of remeshing or whatever will distort everything beyond recogination I imagine unless the face count is 50 million upwards. At least for simulated enviornments you can't really mix photogrammetry(or this) well with modeled 3d objects because they will not "mesh"(pun by accident). It's either fully modeled or fully captured.(Ok I have to correct this, in a brightly lit outside enviornment they can be ok looking but, so far, because you don't have to delight them. Personally I have always need to retexture objects with the captured diffuse as a starting off point. Without corrections it just doesn't hold up. It just always looks way out of place. There is so much more to a object than its mere shape and basic color value. We get a lot of information about something by the types of reflections and refractions from a object that HAVE to be simulated via the information a model surface provides for the renderer. In a few years, when some ai will know what the object is, after the capture process and understands what color area corresponds to what type of surface(basic, a painted car hood with rusted patches on it, or a won out leather jacket ect), I will look at this again.